Wand Special Abilities

Almost all wands do nothing but hold 50 charges of a single spell. Dalrendus Spellfizzle, the gnomish craftsman known for adding amusing quirks to his magic items, referred to wands as "fifty scrolls crammed into a stick." He was fond of creating wands with additional abilities, just to surprise those who expected to see nothing more than another glorified spell-stick. The practice has since spread to other craftsmen.

The list below presents new powers that can be added to wands. A given wand can include no more than one such power. The craftsman makes the wand in the usual way, but must also meet the prerequisites listed for the additional ability, and must pay the added cost.

Contingent: Wands of this type can be set to cast a spell whenever some condition affects their owner, exactly as if a contingency spell was used. The wand's owner only needs to have the item on his person for the contingency to function. For example, a wand of contingent water breathing could be set to activate whenever the owner became immersed in liquid. When the contingent effect activates, 1 additional charge is drained from the wand, in addition to the charge used by the spell itself.

A wand may have only one contingency setting at a time, but this can be changed at will as a standard action simply by giving the wand new commands. Once the contingent spell is cast, the wand's contingency setting is cleared, so that further occurrences of the same conditions don't expend additional charges. The wand's contingency does not preclude the use of a personal contingency spell cast by the owner. Moderate evocation; CL 11th; Craft Wand, contingency; Price: +13,725 gp.

Empowered: The spells stored in the wand can be cast as though prepared with the Empower Spell feat. Doing so drains 3 charges instead of 1. The wand can employ this ability only once per minute. Moderate indeterminate; CL 7th; Craft Wand, Empower Spell; Price: +2,000 gp.

Enlarged: The spells stored in the wand can be cast as though prepared with the Enlarge Spell feat. Doing so drains 2 charges instead of 1. The wand can employ this ability only once per 5 rounds. Faint indeterminate; CL 5th; Craft Wand, Enlarge Spell; Price: +1,000 gp.

Extended: The spells stored in the wand can be cast as though prepared with the Extend Spell feat. Doing so drains 2 charges instead of 1. The wand can employ this ability only once per 5 rounds. Faint indeterminate; CL 5th; Craft Wand, Extend Spell; Price: +1,000 gp.

Maximized: The spells stored in the wand can be cast as though prepared with the Maximize Spell feat. Doing so drains 4 charges instead of 1. The wand can employ this ability only once per 10 minutes. Moderate indeterminate; CL 9th; Craft Wand, Maximize Spell; Price: +4,000 gp. Penetrating: The wand has a +2 bonus on caster level checks to overcome a creature's spell resistance. Moderate indeterminate; CL 7th; Craft Wand, Spell Penetration; Price: +3,500 gp. Repeating: Wands with this power can be employed in the usual way, or they can be set to continuously cast their spells at a chosen target. Once set to automatic, a repeating wand must given the proper commands and released in its current square (a standard action that does not provoke attacks of opportunity). It does not fall, but floats in its current location, casting spells as often as possible at the chosen target, beginning the round it is released. It continues to cast until the target moves out of range or line of effect. Once the target is no longer in range, the wand shuts off and drops to the ground. The wand is not aware of other conditions that affect its target, so the spell would continue to be cast even if, for example, the target were slain. The wand's owner can make the casting stop by grasping it and speaking another command word, but she cannot simply shout that word across the room. Moderate transmutation; CL 7th; Craft Wand, fly; Price: +10,400 gp.

Quickdraw: The wand's owner can bring it into his hand with a single quick motion, as if he had the Quick Draw feat. The wand must be on his person, but can be anywhere, even buried deep in his backpack. The wand blinks into the wielder's hand, ready for use at a moment's notice. Moderate transmutation; CL 7th; Craft Wand, dimension door; Price: +15,000 gp.

Touching: This power can be added only to wands that cast spells requiring a melee touch attack. When the wand's spell is cast, the owner receives a +2 bonus on his touch attack roll. Faint indeterminate; CL 6th; Craft Wand; Price: +2,000 gp.

Widened: The spells stored in the wand can be cast as though prepared with the Widen Spell feat. Doing so drains 2 charges instead of 1. The wand can employ this ability only once per 5 rounds. Faint indeterminate; CL 5th; Craft Wand, Widen Spell; Price: +1,000 gp.